#version 450 // Original bits by Themaister // Moire mitigation bits by Timothy Lottes, added by hunterk layout(push_constant) uniform Push { float BLOOM_STRENGTH; float OUTPUT_GAMMA; float CURVATURE; float warpX; float warpY; float shadowMask; float maskDark; float maskLight; float cornersize; float cornersmooth; float noise_amt; } params; #pragma parameter BLOOM_STRENGTH "Glow Strength" 0.45 0.0 0.8 0.05 #pragma parameter OUTPUT_GAMMA "Monitor Gamma" 2.2 1.8 2.6 0.02 #pragma parameter CURVATURE "Curvature" 0.0 0.0 1.0 1.0 #pragma parameter warpX "Curvature X-Axis" 0.031 0.0 0.125 0.01 #pragma parameter warpY "Curvature Y-Axis" 0.041 0.0 0.125 0.01 vec2 Distortion = vec2(params.warpX, params.warpY) * 15.; #pragma parameter cornersize "Corner Size" 0.01 0.001 1.0 0.005 #define cornersize params.cornersize #pragma parameter cornersmooth "Corner Smoothness" 1000.0 80.0 2000.0 100.0 #define cornersmooth params.cornersmooth #pragma parameter noise_amt "Noise Amount" 1.0 0.0 5.0 0.25 #pragma parameter shadowMask "Mask Effect" 0.0 0.0 4.0 1.0 #pragma parameter maskDark "maskDark" 0.5 0.0 2.0 0.1 #pragma parameter maskLight "maskLight" 1.5 0.0 2.0 0.1 #define iTime mod(float(global.FrameCount) / 60.0, 600.0) #define fragCoord (vTexCoord.xy * global.OutputSize.xy) layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; vec4 CRTPassSize; uint FrameCount; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 1) uniform sampler2D Source; layout(set = 0, binding = 2) uniform sampler2D CRTPass; // For debugging #define BLOOM_ONLY 0 #define CRT_PASS CRTPass // Convert from linear to sRGB. //float Srgb(float c){return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);} vec4 Srgb(vec4 c){return pow(c, vec4(1.0 / 2.2));} // Convert from sRGB to linear. //float Linear(float c){return(c<=0.04045)?c/12.92:pow((c+0.055)/1.055,2.4);} float Linear(float c){return pow(c, 2.2);} float rand(vec2 n) { return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); } float noise(vec2 p){ vec2 ip = floor(p); vec2 u = fract(p); u = u*u*(3.0-2.0*u); float res = mix( mix(rand(ip),rand(ip+vec2(1.0,0.0)),u.x), mix(rand(ip+vec2(0.0,1.0)),rand(ip+vec2(1.0,1.0)),u.x),u.y); return res*res; } const vec2 corner_aspect = vec2(1.0, 0.75); float corner(vec2 coord) { coord = (coord - vec2(0.5)) + vec2(0.5, 0.5); coord = min(coord, vec2(1.0) - coord) * corner_aspect; vec2 cdist = vec2(cornersize); coord = (cdist - min(coord, cdist)); float dist = sqrt(dot(coord, coord)); return clamp((cdist.x - dist)*cornersmooth, 0.0, 1.0); } vec2 Warp(vec2 texCoord){ float offset_x = noise(sin(gl_FragCoord.xy) * float(mod(global.FrameCount, 361.))); float offset_y = noise(cos(gl_FragCoord.yx) * float(mod(global.FrameCount, 873.))); vec2 noisecoord = texCoord + vec2(offset_x, offset_y) * 0.001 * params.noise_amt; vec2 curvedCoords = noisecoord * 2.0 - 1.0; float curvedCoordsDistance = sqrt(curvedCoords.x*curvedCoords.x+curvedCoords.y*curvedCoords.y); curvedCoords = curvedCoords / curvedCoordsDistance; curvedCoords = curvedCoords * (1.0-pow(vec2(1.0-(curvedCoordsDistance/1.4142135623730950488016887242097)),(1.0/(1.0+Distortion*0.2)))); curvedCoords = curvedCoords / (1.0-pow(vec2(0.29289321881345247559915563789515),(1.0/(vec2(1.0)+Distortion*0.2)))); curvedCoords = curvedCoords * 0.5 + 0.5; return curvedCoords; } // Shadow mask. vec3 Mask(vec2 pos) { vec3 mask = vec3(params.maskDark, params.maskDark, params.maskDark); // Very compressed TV style shadow mask. if (params.shadowMask == 1.0) { float line = params.maskLight; float odd = 0.0; if (fract(pos.x*0.166666666) < 0.5) odd = 1.0; if (fract((pos.y + odd) * 0.5) < 0.5) line = params.maskDark; pos.x = fract(pos.x*0.333333333); if (pos.x < 0.333) mask.r = params.maskLight; else if (pos.x < 0.666) mask.g = params.maskLight; else mask.b = params.maskLight; mask*=line; } // Aperture-grille. else if (params.shadowMask == 2.0) { pos.x = fract(pos.x*0.333333333); if (pos.x < 0.333) mask.r = params.maskLight; else if (pos.x < 0.666) mask.g = params.maskLight; else mask.b = params.maskLight; } // Stretched VGA style shadow mask (same as prior shaders). else if (params.shadowMask == 3.0) { pos.x += pos.y*3.0; pos.x = fract(pos.x*0.166666666); if (pos.x < 0.333) mask.r = params.maskLight; else if (pos.x < 0.666) mask.g = params.maskLight; else mask.b = params.maskLight; } // VGA style shadow mask. else if (params.shadowMask == 4.0) { pos.xy = floor(pos.xy*vec2(1.0, 0.5)); pos.x += pos.y*3.0; pos.x = fract(pos.x*0.166666666); if (pos.x < 0.333) mask.r = params.maskLight; else if (pos.x < 0.666) mask.g = params.maskLight; else mask.b = params.maskLight; } return mask; } void main() { vec2 pp = vTexCoord.xy; pp = (params.CURVATURE > 0.5) ? Warp(pp) : pp; #if BLOOM_ONLY vec3 source = BLOOM_STRENGTH * texture(Source, pp).rgb; #else vec3 source = 1.15 * texture(CRT_PASS, pp).rgb; vec3 bloom = texture(Source, pp).rgb; source += params.BLOOM_STRENGTH * bloom; #endif FragColor = vec4(pow(clamp(source, 0.0, 1.0), vec3(1.0 / params.OUTPUT_GAMMA)), 1.0); /* TODO/FIXME - hacky clamp fix */ if ( pp.x > 0.0001 && pp.x < 0.9999 && pp.y > 0.0001 && pp.y < 0.9999) FragColor.rgb = FragColor.rgb; else FragColor.rgb = vec3(0.0); FragColor.rgb *= corner(pp); if (params.shadowMask > 0.0) FragColor.rgb = pow(pow(FragColor.rgb, vec3(2.2)) * Mask(vTexCoord.xy * global.OutputSize.xy * 1.000001), vec3(1.0 / 2.2)); }